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A realistic after-Warcraft III server
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Martinus:
--- Quote from: "kreha1" ---Why did you put Feralas over there? What is your source? I agree on putting Moonglade somewhere over there. I've done a quick map with zone borders (Feralas is where it is now though). Consider that Feralas, Stranglethorn Vale and Un'Goro Crater are supposed to be somewhere near the equator. So in my version, the placing makes it more realistic I guess. Same goes with desert-type zones like Tanaris, Silthus or Uldum.
Moonglade should be a really small zone since it's only a glade, also there's nothing much going one there since always. --- End quote ---
I do not want to feature such a lush area in Central or Southern Kalimdor. I want to make these two regions a barren wastelands and ensure the regional climatic consistence in order to promote the overal picture of the environment. In relation to this, the reason why I do not want to simply remove Feralas completely from the World is its presence in Warcraft III as a custom scenario, as I intend to utilize all the properly named custom scenarios - both as a homage to and continuality with the Warcraft III reality. I have replaced my previous picture which depicts naming of the zones with a new one which in addition depicts a new borders for zones and new zoning therefore.
I plan that Moonglade will be of a same size, if not larger than in original World of Warcraft, as there should be enough space due to the new scaling of Kalimdor. It should incorporate a situation from "The Awakening of Stormrage" and "Unfinished Business" campaign scenarios as well as from "Moonglade" custom scenario. The inclusion of situation from a custom scenario named "Nighthaven" is still under consideration.
Also, I plan that Moonglade will be the starting zone for Night elves with their capital (if in Night elf society considered so) of Nighthaven. However, I am still concepting a proper separation of gender roles for Night elves, as I plant that druidism is exclusive for males, while priesthood of Elune, government and military roles are taken by females. This might also affect the starting location for each of the genders. If not, then both men and women will start as not-yet specialized characters on the road to or already in Nighthaven.
For now, I favor more the starting in front of Nighthaven: Males can simply go back to the wilderness and seek out the path of the druid, while females can continue forward on their road to the civilized settlement and join their sisters in society management. I consider this to be more in accord with the Warcraft III reality of gender roles. With this in mind, this starting situation means to imply that the male is crossing the wilderness while female is intentionally on the road to Nighthaven as her destination.
kreha1:
I find not having Feralas because it's a lush area, but having Un'Goro somewhat inconsistent, but hey.
About Moonglade - yes, you are right. I think that Ashenvale Forrest should get more plain when heading northeast and fel when heading nortwest.
I am not sure about Winterspring - should Moonglade develop highlands so it ends up being high enough for it to snow? Or maybe should it be on similar height as Hyjal area, inaccessible by Moonglade, but perhaps for Darkshore?
I also attach a quick map of Eeastern Kingdoms based on Marthen's work published on Scrolls of Lore forum. I know that you, Martinus, are aware of his work, since also your design is based on it; not sure about others though.
PS: The lakes are damn too big, but since I didn't want it to take much time, I didn't bother.
Martinus:
--- Quote from: "kreha1" ---I find not having Feralas because it's a lush area, but having Un'Goro somewhat inconsistent, but hey.
About Moonglade - yes, you are right. I think that Ashenvale Forrest should get more plain when heading northeast and fel when heading nortwest.
I am not sure about Winterspring - should Moonglade develop highlands so it ends up being high enough for it to snow? Or maybe should it be on similar height as Hyjal area, inaccessible by Moonglade, but perhaps for Darkshore?
I also attach a quick map of Eeastern Kingdoms based on Marthen's work published on Scrolls of Lore forum. I know that you, Martinus, are aware of his work, since also your design is based on it; not sure about others though.
PS: The lakes are damn too big, but since I didn't want it to take much time, I didn't bother. --- End quote ---
I wish you a good day again, Kreha1,
the same applies for Un'Goro - although it will remain at its current location, it will not be a lush area, but a deserted one. I am considering a scenario that it might be a reason why Southern and Central Kalimdor are wastelands - due to meteor impact which greatly affected the environment and climate. That is the reason, also, why zones near Un'Goro are more desolate than those to the north, while Northern Kalimdor was outside of the effect, perhaps due to distance and a mountain range which also decreased the effects.
I do not plan that Winterspring will be a complete snowy area as seen in World of Warcraft. I wish that it retains it's Warcraft III climate, while there will be some snowy peaks present there and effects of cold will be apparent on environment - paritally frozen water sources, blowing winds and possible more features. The height is not so important in order to make it so - Hyjal is higher and is not as snowy as Winterspring in WoW. We are also dealing with an idealistic interpretation of the World, which means that we do not have to so much stress upon height in this particular case (also due to the situation as seen in Warcraft III [with respect to the fact that on the loading screen or manual map, Winterspring is seen as a somewhat snowy area]). And it will be accessible from many sides - I do not plan to have zones enclosed by mountains as seen in original game, but to create a more realistic environmental settings.
Indeed, I am very well aware of his creation. Many persons of that site have expressed interest in this project and wished to join us - and so they did. But I do not agree that I was basing my concept upon this map. In the case of Lordaeron, I was considering these maps and in the following order:
1. http://www.scrollsoflore.com/gallery/al ... manual.jpg 2. http://storage0.dms.mpinteractiv.ro/med ... king-3.jpg 3. http://img02.deviantart.net/e4a3/i/2011 ... 4hkm9u.jpg 4. http://vignette3.wikia.nocookie.net/wow ... 0710074024 5. http://vignette1.wikia.nocookie.net/wow ... 0314160523 6. Warcraft Adventures map. 7. Warcraft III Manual maps and Loading screen maps.
Concerning your post scriptum: All correct - I understand and thank you for your kind and contributive effort. It is very much appreciated, as well as your continual constructive conduct of our discussion. Please, feel free to continue in doing so.I will provide you with more materials which more precisely depict the situation in Kalimdor and Lordaeron for your work, but now I must depart. I will update this message (probably post here an attachments) once I have an opportunity to do so.
------------------------ Updates to this post
14:20, 07. december 2015 - Added a sixth and seventh material which served as source for Lordaeron's continental dimensioning. - Added attachment depicting further details of the continent of Lordaeron.
Martinus:
Greetings to you, again,
as we intend to change particular creatures in their appearance, so they more resemble their Warcraft III counterparts, I hereby present to you a new Murloc model (please, see the attachment) as a reference.
A brief information about the concept of the murlocs: We wish that all murlocs have fins on their backs, just as they have had in Warcraft III: The Reign of Chaos, while we also wish to feature mur'guls, who will have spikes. Murloc species (represented by the skin color) will also be redistributed according to the following pattern:
1. Green-skinned version - inland (freshwater) species. 2. Blue-skinned version - sea (saltwater) species. 3. Grey-skinned version - Darkshore species. 4. White-skinned version - underground (cavern) species. 5. Orange-skinned version - not yet determined (potentially Central-Kalimdorean species)
Mur'guls will appear in the areas with the presence of the naga: northern, north-eastern and eastern coastal regions of Kalimdor.
Martinus:
I wish you a good day,
I inform you about news regarding our project: While we were previously working also on Kalimdor, it has been decided that we will work on the Eastern Kingdoms only, thus our first release, being named as the Lands of Conflict, will feature only the eastern continent.
In these regards, I provide you with one of our latest concept maps for this continent (please, see the attachment below) for your reference.
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